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[Capture the Flag] CTF/KOTH/Mod melee - Project has no name yet

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Hello, and thank you for your interest in this post.

TYPE OF MAP: CTF/KOTH/modified melee 4v4

NAME: TBD (don't let the lack of a name fool you) (currently called "banana bread" for no particular reason)

Preface: This is an incomplete map with bugs, and has items/shops spawn near player 1 and player 5 which are only in the demonstration version. If you wish to respond to a note on this post ending in an asterisk (*) please DM me and do not reply to it directly in this post. thank you.

This post will be split into five sections: the expectations, the ideas, the notable bugs, tester cheat codes, and the heroes who are so unfinished I encourage you to not test with them if you choose to open the map.

Attached are two files, the map itself and some notes I have been taking while making the map (probably very hard to follow, unorganized and a lot of unlabeled stuff in there - a lot of which i have either not yet added, have added and removed, or are just ideas and may never be added)

Hero level goes to 20 and Hero Abilities go to 10 (5 for ultimate).



EDITS:
The claws of attack in this map will be removed, as well as a few other items, namely the items in the utility items shops.
There are a lot of resources on this map from this website, I have not yet added the f9 portion which shows credit where credit is due; this will be done before the release.



EXPECTATIONS
I expect you to tell me how much of the content is intuitive and how much of it is confusing. What areas need to be spiced up. If you have any ideas about anything that could be added to the map. I hope you play and tell me everything you did in the map, every detail, so I can see what kinds of things you didn't see or weren't interested in, or what kinds of things you expected but didn't see. I want to hear any thoughts.
- Expect to have no competition if playing this single player you will only have creeps (type "-5" within the first 30 seconds to control an enemy player, does not grant vision)
- Expect there to be no alerts about what to do, what is happening, no quests, no real guidance. I personally don't like maps with too many alerts so I am curious to hear back on how much of this map is intuitive enough to just understand. (will include f9 guidance in the release version)
- Expect Some hero abilities to be unfinished and some completely not working yet - I would like some feedback on this, it can be difficult to create 10 levels of these abilities (primarily summoning abilities, and abilities like banish or sleep)
- You should only acquire two gold mines in order to truly reflect what you're capable of acquiring - there are two other ways of acquiring gold(killing creeps and in capture points, so there is only five minutes worth of gold in the mines).
- Expect to have some "leaks" and other undesirable things, I am not well practiced with this yet but I plan to optimize everything later down the line, and again at the end before first release. (i saw the "things that leak" thread)
- Please do as many of the creep paths as you can on your side (shouldn't take long with cheats, items, and units) (the gateways at the end are only functioning for the first set of gateways). entering a gateway "early" or before it's unlocked will send you to hell (bottom of map) where your hero dies and you must then revive it (not functioning in all areas yet)



THE IDEAS
The players must balance farming creeps, capturing flags, and capturing zones which grant vision and spawn gold, all in a somewhat-melee environment (you have workers, standard buildings/units, victory condition = destroy all enemy structures - not yet an enabled victory condition).

GEMS: When your hero spawns, your first area of interest should be the gems. Gems are permanent and powerful and cannot be unequipped when equipped, but do not take an inventory slot. Not all gems are fully functioning yet (namely emerald - not even sure if I am going to take the path it's suggesting).
AMBER: +20% damage
AMETHYST: 40% better magic damage reduction
AQUAMARINE: every 10 damage you deal gives you 1 experience
DIAMOND: +8 armor
EMERALD: not functioning yet/still in the air
JADE: +40% attack speed, +60 movement speed
MALACHITE: not functioning yet/still in the air
OPAL: 1% hit point regeneration per second
RUBY: +500 hit points
SAPPHIRE: +300 mana points
TOPAZ: 15% chance to deal +100% bonus damage. Gamble chance to win increased from 20% to 25%
TURQUOISE: 1% mana point regeneration per second.

REWARDS: (not set in stone, just basic ideas) (not yet functioning but want more reward ideas please :) )
"first to deal 1,000 damage in a single hit" 1,000 gold
"first to deal 10,000 cumulative damage with a single hero" 1,000 gold
"first creep kill" 300 gold
"first hero kill" 1,000 gold
"first team to finish all creep paths" - 1,000 gold to all team members
"kill deathwing" 1,000 gold + the heart of deathwing worth 10,000 gold or double all hero attrubutes

ITEMS: I have added a few shops that have expensive items, most of which cost 3,000 gold. There are a lot of items which work great together, some items will be broken down and will require recipes, etc. would be cool to have maybe "item trees" like a moba, or some sort of structure to the item system, open to suggestions.

CAPTURE THE FLAG: If the score is 0-0, capturing the flag will result in gaining a point; 1-0. If the score is 0-1 however, capturing the flag will result in the enemy team losing a point; 0-0. Being in the lead will grant you the powerful Naga teammate and a map wide +damage% aura which gets stronger on every flag capture. For the most part, winning the game will revolve around who has the most flag captures.
command aura bonus per flag capture is exponential:
1 - 10%
2 - 21%
3 - 33%
4 - 46%
5 - 61%
6 - 77%
7 - 95%
8 - 114%
9 - 136%
10 - 160% - (i don't expect it to go this far but I added it just in case)

NAGA: Naga units who have submerge may move while submerged; in fact in front of every player starting location is some deep water which allows the team who has the Naga's advantage to really punish the enemy. You can submerge anywhere (anywhere in deep water) and then move to the deep water in front of your enemy's base or expansion, and surface in a location very near the enemy and catch them off guard.
The naga are also great for defending the flag; the royal guard basically has storm bolt, the myrmidon has ensnare, the snap dragon has slow poison, and the couatl has abolish magic (get rid of invis, bloodlust, etc). and they're invisible when submerged so they can act as wards in the water as well.

SUMMONING STONES: Each player has "summoning stones" in various locations (near the flags, near the shops, in capturable zones (not yet functioning) and at the center of the map (not yet functioning)) to allow quick transportation since it is an epic sized map. A summoning stone cannot target and transport units who are on the enemy side of the map, in an enemy captured zone(not functioning yet), or if an enemy is nearby. summoning stones are the only way to exit capturable zones without a TP; because of this, if you and an enemy hero are both in a capturable zone, neither may use a summon stone to escape and are forced to fight to the death unless one has a town portal. Last man standing re-captures the zone (not functioning yet). If an enemy hero enters one of your captured zones, you will be able to see him and he will be able to take the gold which spawns within (will be "money trees" in the future which act differently). you will be able to use the summoning stone in the captured zone (if it's still your zone still) to quickly get there, unless the enemy hero has been in the zone for over 15 seconds (not yet functioning). after another 15 seconds the enemy hero will have captured the zone (not yet functioning). The reason for so much time is it takes a long time to travel with the summoning stones anyway (it is however a ton faster than walking). Two enemy heroes in the same zone pause capture timers (not functioning).

CAPTURE ZONES/KOTH: At the end of every creep path is a way gate which leads to a capturable zone. Each zone has two waygates that lead to it; one from each team. The team to reach the capture zone first will have it first along with the gold that initially spawned in it (currently none spawns initially). Zones spawn gold in them periodically (will be money trees later). Having a zone will grant vision within it, so it's usually not too safe for an enemy to go to your zone for the gold, unless he brings his friends because literally everyone on your team can use the summoning stones to get there (the summoning stones to get in the capture zones are not yet functioning) and then he can't escape without a TP.

CREEP ZONES: each team has 40 creep zones they should navigate. four of each level, one for each player on the team. Opening all the gates in a creep hallway will open the gate at the end, which allows access to the gateway behind it and the gold-spawning capture zones beyond. The creeps should gain maximum hit point capacity at rate of 2% every minute seconds.

The creeps and capture zones are the primary resource in the map, the gold mines are just to keep things

ITEM CHANGES: The following permanent items have been change to add a percent value rather than a flat value. The prices are not set in stone. Perhaps going to limit to a max of 2 permanent items maximum per hero.
Gauntlets of Ogre Strength +3 = Gauntlets of Ogre Strength +15% (250 gold)
Slippers of Agility +3 = Slippers of Agility +15% (250 gold)
Mantle of Intelligence +3 = Mantle of Intelligence +15% (250 gold)
Belt of Giant Strength +6 = Belt of Giant Strength +30% (1,000 gold)
Boots of Quel-Thalas +6 = Boots of Quel-Thalas +30% (1,000 gold)
Robe of the Magi +6 = Robe of the Magi +30% (1,000 gold)
Helm of Valor +4 = Helm of Valor +20% (1,000 gold)
Medallion of Courage +4 = Medallion of Courage +20% (1,000 gold)
Hood of Cunning +4 = Hood of Cunning +20% (1,000 gold)
Circlet of Nobility +2 = Circlet of Nobility +10% (375 gold)
Crown of Kings +5 = Crown of Kings +25% (2,000 gold)
Tomes are also purchasable on this map (200 gold for +1)

CHANGES TO HERO ATTRIBUTES: Strength, Agility, and Intelligence all perform additional functions in this map.
STRENGTH: every 4 strength adds 1% bonus damage to ALL damage including spells
AGILITY: No longer adds to armor, instead adds to evasion which provides an equal amount of damage reduction
INTELLIGENCE: using the item's "Runed Bracer"'s ability "spell damage reduction", every hero reduces spell damage at the same rate as agility reduces damage via evasion. (slight bug, hero spawns with 0 magic damage reduction until they use one of the items listed above - i will fix this but there are a ton of little bugs like this right now that I need to work on)

BONUS DAMAGE: Bonus damage is a type of damage added onto all types of damage the hero deals, added via trigger. Melee attack, ranged attack, flame strike, storm bolt, bash, critical strike, it doesn't matter - this damage is added. It can be increased a few ways; the Amber gem will permanently give you +20% bonus damage, the Topaz will give you a 15% chance to deal 100% bonus damage, every 4 points into strength will add 1% bonus damage, and purchasing a "scroll of amplify damage" will allow you to break the "100% maximum bonus damage" ceiling against one target, as well as add 50% bonus damage if your bonus damage is below 50% against that target (right now it always adds 50%).
BUG: Unfortunately, I don't know JASS. The JASS trigger I am using to detect damage does not detect damage type, so all bonus damage is "hero" damage. I have sent a message to the person who created this JASS trigger but he hasn't been seen since 2011. I hope there is someone willing to help me with this even though it is someone else's work (I will give credit for their work and all resources imported to the map will have credit).*

DAMAGE TEXT: I used "GDD" damage detection (the JASS trigger mentioned above), available from this website. when damaged there is small text to show how much. I will make this disable-able but it doesn't appear to be annoying. I would like to edit this so it can capture the type of damage dealt, so that bonus damage will deal the correct type of damage; but I don't know how.*
100 damage with 80 strength will have 20% bonus damage will appear as: "100+20", rather than "120". There is another item to add another iteration of damage and reduces the cost of 1% bonus damage from 4 strength to 3, making it 100+26+8, for 134. (really only useful with topaz for 100+100+100, but some heros and builds will be able to benefit better from the amber more, and vise versa for topaz).
CREEPS: I believe the creeps are too easy and so I have it set up so their health slowly rises. I will probably include some other strengthening attribute so I will likely do more small buffs to them and would like suggestions.

ROLES: Teams are thought to have expected rolls for each player or hero. Not all roles are thought of yet buy may include:
flag runner: someone who gets the flag
escort: goes with the flag runner
chaser: someone to stop or slow down an enemy who has taken your flag
dps: someone who's build is focused on dealing damage quickly
tank: someone who's build is focused on taking damage

WEIRD DOODADS: You may notice the the gates are flat... so flat that you should be able to just... walk over them... and the trees seem... different... I really had no clue what I was going to do with this map in it's early days and just had fun with all sorts of stuff; I kept a lot of the funny things like this to reflect the fun I was having while working on it. I do worry the trees may be too big, though.



NOTABLE BUGS and incomplete areas(that I can remember):
- The heroes who transform (tinker, galchemist, demon hunter, mountain king) are all currently broken (in a bad way) when equipped with the flying boots. Their transformative abilities do not operate correctly.
- Bonus damage is always "hero" damage, I don't know JASS and the person who wrote the JASS trigger has not been logged on since 2011. I hope there is someone willing to help me with this even though it is someone else's work (I will give credit for their work and all resources imported to the map will have credit).*
- The team 2's vision is not done yet.
- Some of team 1's vision is not done yet (creep path related).
- There are others which I am failing to remember and failed to write down, but feel free to talk about anything you see!



TESTER CHEAT CODES:
There are a few cheats which can be entered in the first 30 seconds, these include:
"-5" allows player 1 to control an enemy, player 5 (does not grant vision)
"poweroverwhelming" puts all spawned heroes at level 20.
"aquicklearner" double experience gain
"opensaysme" opens the gate to the other creeps and allows the elevator to be used
"itnoteasybeingcheesy" use all abilities with no cooldown



HEROS NOT TO PICK:
If you choose to test with a transforming hero, know you will lose your gem when you transform (some will stay but some will go) and do not try transforming with heros who are using the flying boots.
pretty much all summoning abilities are broken too. There are a few other abilities but they shouldn't give you as much trouble.



Again, thank you for taking the time to look at this and conjure ideas, and sharing what you see. I am sure there is a lot I have forgotten to mention and I apologize in advanced for this.

*If you wish to respond to a note on this post ending in an asterisk (*) please DM me and do not reply to it directly in this post. thank you.

upload_2019-12-12_0-11-26.png


The map is currently titled "banana bread" for no particular reason other than I don't know what to name it yet.
 

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